Archive
These are the rest — eighteen years of consumer audio, children's media, installation, and print, kept public because the work still holds up and because a portfolio that only shows the last five years is telling you something by omission.
Concept Development
Concepts that never became products, and a few that became several. Most of this work existed to make an argument tangible enough that a room full of senior people could agree or disagree with it.
Early Audio AR Use Case Exploration — Concept videos made to objectify an idea fast, so a team could argue about something real instead of trading interpretations.
Musical Taste Profile Creation — A system for helping listeners define their own sonic identity, rather than inferring it algorithmically and hoping.
Audio AR Onboarding — The first sixty seconds with a Bose AR device, where the whole platform either lands or doesn't.
Product Design
Shipped and near-shipped product work, mostly from Bose, plus two earlier projects that hold up. Each one is a case of taking a hardware constraint seriously enough that the interaction design had to change to meet it.
Bose Sleepbuds — Principal Designer on the UX and interaction design for a connected sleep wearable. Sleep is deeply personal, and that shaped every decision.
Bose AR Design Guidelines — Led a cross-disciplinary team in Bose Labs to write the design guidelines for the company's audio AR platform.
Designing and Facilitating AR Workshops — The workshop practice built around Bose AR to get partner teams designing for audio-first. The longest document on the site, and the direct ancestor of Structured Empathy.
Annotorious — Reading, note-taking and sharing moved to screens; the annotation didn't follow. An MIT project on what gets lost.
Children’s Media
Four years in WGBH Boston's Children's Interactive group, working across Arthur, Curious George, Zoom and Design Squad Nation. The design problem was always the same one: a four-year-old's hands and a four-year-old's patience.
Martha Speaks — 2007–2011. The literacy games and the twenty-year arc that starts here.
Design Squad Nation — 2009. A social platform for tweens to build engineering projects together and learn the design process by using it. (Peabody-winning show; Emmy-nominated work.)
Skits Cooks — Gestural interface design borrowed from the Wii: play driven by simple mouse motion instead of precise clicking.
Socks in Space — An experiment in minimal UI for four-to-six-year-olds, who can't reliably move and click at the same time.
Kansas City Chiefs Sports Lab — A series of games for an interactive museum inside Arrowhead Stadium, on physical and mental wellness.
Installation and experiential
Physical work — projection, LED, sensors, and rooms that respond to the people in them. Several of these were made under Skeptic; the empathy installations are self-initiated and are where the studio's name comes from.
Together's Audio-Reactive Lights — 2013. A music-reactive ceiling for the main stage of Together Boston at the Middle East Downstairs.
#ismWishes — 2012. "We should turn that big window into a snow globe." A nearly-thrown-away idea that became the whole campaign.
Rick Rubin is a Gateway Drug — A gallery installation letting visitors walk through the span of Rubin's career.
Blade's Bat Wall — An office intervention for a Boston studio that co-founds consumer-technology companies, built to read as innovative on sight.
Palace Resorts Times Square Takeover — A Times Square takeover for a resort brand, for everyone who couldn't be in Mexico that July.
Empathic Post-its — One piece in a series of installations that ask community members to expose a small vulnerability in public.
Fear/Bravery Wall — Same series. Two prompts, one wall, and what people will write when nobody's watching them write it.
These Walls Listen — A graduate thesis case study on engaging a community in sharing vulnerability publicly to build empathy.
Army of Me — A projection-mapping prototype built in Arnold's R&D lab, and the first test of that technique.